public PlayableCharacter(Vector2 position, string characterState) { Position = position; FuturePosition = position; // make the unit not move when spawned. Velocity = new Vector2(1f, 1f); IsSelected = false; Hand = new Hand(this, false, "AttackHand"); if (characterState == "King") { PlayableObjectState = new King(this); } else if (characterState == "TownGuard") { PlayableObjectState = new TownGuard(this); } CollisionRectangle = PlayableObjectState.CollisionRectangle; }